A beh’ul can possess the body of a living or dead humanoid. They must be in incorporeal form to attempt to possess the creature. Once per day, a living creature can try a will save to expel the beh’ul.

Incorporeal Form

A beh’ul can leave the host body it possesses at any time. The only way to trap a beh’ul in a body is with a circle of salt, or with a runed circle. This form looks like a green mist. A beh’ul only takes damage from silver (or enchanted weapons vs navirite fey) in incorporeal form.

Leave Undead

If a beh’ul’s vessel is killed while it is possessed, the beh’ul is expelled, but the body of the slain returns to life as a zombie with the hit points and Base Attack it had as the possessed beh’ul.

As a Template:

Small, mischevious creatures who enjoy harassing and harming the other races of Uteria.

Boggarts are the creatures behind so many myths. These short two foot tall saucer-eyed monsters have been called many things – gremlins, kobolds, sprites, or bogeys. They lurk anywhere it is dark and filthy. They use crude tools or their hands to scrounge and scavenge for food and treasure.

They dislike most other creatures and will be a mild nuisance to violent aggressor to the other races of Uteria. They lurk in the dark, attack when people are asleep or hurt, and steal or destroy the belongings of others. They are blamed for a wide range of problems from broken wagon wheels to stolen chickens.

A bulette can perform a special kind of pounce attack by jumping into combat. When a bulette charges, it can make a DC 18 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack.

Savage Bite

A bulette’s bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19–20.

This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a clay golem goes berserk, no known method can reestablish control.

Cursed Wound

The damage a clay golem deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.

Immunity to Magic

A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.

A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.

An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.

Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A clay golem golem gets no saving throw against magical attacks that deal acid damage.

Haste (Su)

After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

A cockatrice’s bite causes flesh to calcify and harden—multiple bites can cause a living creature to fossilize into stone. Each time a creature is damaged by a cockatrice’s bite attack, it must succeed on a DC 12 Fortitude save or take 1d4 points of Dexterity damage as its flesh and bones stiffen and harden. (This slow petrification does not alter a bitten creature’s natural armor.) A creature that is reduced to 0 Dexterity by a cockatrice’s bites immediately turns completely to stone, as if petrified by a flesh to stone spell. Every day, a creature petrified by a cockatrice in this manner can attempt a new DC 12 Fortitude save to recover from the petrification, at which point the victim returns to flesh with 1 Dexterity (and thereafter can be restored to full Dexterity by natural healing or magic as normal)—but after a petrified creature fails three of these Fortitude saves in a row, the petrified state becomes permanent. A creature restored to flesh via magic has its Dexterity damage caused by cockatrice bites removed, but not any existing Dexterity damage from other sources. A cockatrice is immune to the petrification ability of itself and of other cockatrices, but other petrification attacks affect them normally.

Iron has been known as a way to trap or harm the creatures of magic and fey, but Cold Iron has been forged into weapons and armor specifically to fight magic. Cold Iron weapons have been crafted by masterwork smiths and forged with the intent to harm creatures of magic. Cold Iron armor will deflect spells of witches and warlocks, while cold iron shackles will stop even a powerful wizard from using his magic.

Death’s Eye Spider

A giant brown spider, known only in the Kaelnor forest, derives its name from a ghostly white oval on its abdomen. It is a hunting spider, and does not use webs to capture its prey.

Death Eye spiders are used by the Arnach Goblins as a means of attack and transportation. The goblins can get them to place traps with webs or create mazes among the trees. Like the standard hunting spider, they do not cast webs. Spider Wranglers can also use the spider’s poison and its egg sacs as a form of attack. See the Arnach Goblin for the effects for these.

These spiders are 4 feet head to abdomen, and with legs spread, they are closer to 9 feet in length. They are mostly a dark brown save for an ghostly white oval on their stomach, which is what gives them the name Death’s Eye Spider.